Saturday, December 21, 2013

Computers and Robots!

Futurist's Guide to Gadgets!

Volume 5!

Computers are essentially
mental Gadgets possessing APs of BODY, INT, WILL, and MIND. INT represents the
computer’s processor and speed, WILL its resistance to viruses and intrusions,
and MIND the stability of its operating system and resistance to crashes and
system failure.Computers also always have the Recall power
to represent their memory storage and ability to access information. Most
computers in the modern age also have Radio Communications, reflecting their
internet connectivity. Use this power for a
connection that requires a human to do the operating and hacking. If the
computer can do those things on its own, like many AIs can, use Cybertelepathy
instead. Use both if both options are possible.

A computer with the Split power can download itself
into networked receptacles like pads, phones, robots, and helmets. Such devices
must have the Radio Communication power to reflect their ability to contact the
downloading computer.

Computers
may have a limited ability to use various skills such as Detective or Science.
Unless a computer is in control of some physical system, such as a robot, it
will be unable to perform skills or powers which require any physical activity.
A computer can use its skill to enhance the skill use of a character who also
possesses the skill. In this case, reduce the OV/RV of the skill’s action
checks by an amount equal to the computer’s APs of skill. Using the
Spy (Hacking) subskill, a character may perform mental attacks on a computer.
These attacks are described in the Hacking subskill entry earlier.

Robots are essentially computers
with physical form. They have APs of DEX, STR, BODY, INT, WILL, and MIND. A
robot with a humanoid appearance is called an android.

Using the Spy (Hacking) subskill,
a character may perform mental attacks on a robot if he has a remote way of
doing so or some way of restricting the robot’s movements. These attacks are
described in the Hacking subskill. However, robots are far more complex than
computers, so a hacker suffers a +1 CS to the OV of all of his Hacking rolls
against a robot.

Artificially
Intelligent
computers and robots (AIs for short) have APs of INFL, AURA and SPIRIT. AI
gives a computer self-awareness. This computer then becomes an NPC played by the
GM. The GM should be aware of the programming included in the computer. If the
computer is programmed to obey its operator (which most are), only an extreme
provocation could induce the computer to oppose the operator. A computer with
AI may not enhance its own skill or powers use.

AIs can access the internet with Radio
Communications or with Cybertelepathy, depending upon how independent they are.
They also may possess Virtual Projection, reflecting their presence in the
virtual world.

Robots do
not possess emotions or personalities without an AI. An AI robot brain is
called a Positronic Brain. Robots with positronic brains have INFL, AURA, and
SPIRIT attributes. A robot with an AI is extremely hard to hack. Increase the
OVs of Hacking attempts by +3 CS.

AI robots, like C-3PO, Red Tornado, or
Vision, are designed as characters, not as Gadgets. If a character is building
such a robot, do not divide the HP cost of it. The character must pay the full
HP amount. Player character robots should always take the Altered Biology
(Mechanical) drawback unless they are biotech robots (see the Biotech section).

Programmed to be Evil!

Artificial
Intelligences in comics frequently have sinister hidden programming in their
brains. This should be treated as a Special Personality Change drawback worth
100 HPs. The change kicks in when the evil programmer activates the subversive
program or the conditions arise that trigger the program. AIs can fight back
against this by rolling AURA/WILL as AV/EV against an OV/RV equal to the APs of
Gadgetry skill of the programmer that placed the evil into to AI. Success on
this roll indicates that the AI may act independently for a time equal to the
RAPs gained. If the RAPs equal or exceed the APs of Gadgetry, then the AI has
broken free of the evil programming.

However, breaking free comes with its own
problems. The AI can continue acting a number of phases equal to the RAPs of the attempt to break free. Then, all of
its abilities burn out and must be recovered or repaired.

The Three Laws of Robotics.Isaac Asimov more or less invented the idea
of a robot, and when he did so, he assigned them 3 laws that restricted their
behavior:

1. A robot may not injure a human being or, through inaction,
allow a human being to come to harm.

2. A robot must obey orders given to it by human beings except
where such orders would conflict with the First Law.

3. A robot must protect its own existence as long as such
protection does not conflict with the First or Second Law.

Artificial
Intelligences that obey these laws have the Three Laws of Robotics as a 25 HP
Drawback. An AI that disobeys any of the 3 laws suffers feedback from it. This
is resolved as an attack, with the AI’s own INT/WILL behaving as AV/EV and its
INFL/AURA as OV/RV. RAPs of damage are applied to MIND.

Golems are a mystical robots designed by the Ritual
Magic subskill. The golem does not necessarily have to be a golem, per se. It
could be an animated suit of armor, a living scarecrow, a gargoyle, etc. NPC
Golems are mindless: they have DEX, STR, BODY, INFL, AURA, and SPIRIT
attributes. If a golem has mental attributes, then it should be created as a
character, not as a Gadget. If a character is building such a golem, do not
divide the HP cost of it. The character must pay the full HP amount.